V. Magic System Rules

Every character on the site has access to magic. Your magic is closely tied to your character, and is the main way of doing combat on the site. Magic has many uses outside of combat as well, but for most part it will be used in that way. First, every magic has a type, depending on how it works. Next, you have your spell slots, which determine how many differing spells you can have. Finally, there is your magical power, which is what allows you to cast spells.

Types

All magics trace back to one of two types, Caster or Holder. Each has differing properties, and you can decide which your character uses by seeing how you align with them. Caster mages draw their power from inside themselves, forming and casting spells based solely on that. Holder mages use differing items to help with their magic, projecting their magic power through them to unleash devastating effects. Holder mages don't have to channel and form their magic on their own, making it less strenuous on them and reducing the magical power cost of their abilities by 5%, but it cannot reduce it below 5% total cost with this effect. But, this comes at a cost, as their items can be broken or lost, removing their ability to cast their magic. Caster mages do not suffer from this restriction, and while they don't benefit from the magical power reduction, they do not risk losing their magic temporarily.

There are also several sub-type that magic can have as well. Not every magic has to have a subtype. Below are the four different subtypes.

Requip - Requip mages make use of powerful armors and weapons to slash down their foes, as well as several support based spells to help themselves. Exclusively a Caster magic, Requip mages can summon enchanted armors and weapons to fight against their opponent, creating them until they are no longer needed and dispelling them. Keeping with equipment rules, Requip spells that summon armor and weapons count alongside weapon rules, allowing use of only one armor and up to two weapons at a time. In the case of already own a physical weapon, Requip mages can enchant their current weapons with the traits of their summons, alongside the weapons current traits. Requip mages have access to sub spells which are basically support spells that are activated when a certain armor or weapon is summoned. These sub spells give the re-quip mage a special boost at the cost of no MP.

Summoning - By summoning other creatures to aid them, mages can fight alongside them in battle. Summoners do have limits on how many summons they can have at once however, only able to control up to 3 creatures at any point. Summons of any rank have 3 passive traits and 3 combat ablities/spells, however a summon can forfit all spells/combat abilities in order to gain a fourth passive trait and vice versa. It takes no cost for the Summoner to summon a creature, coming in at not cost. However, the more summons one keeps open at once, the more magical power it takes to keep them active, draining magical power based on the rank of the summons. Below is the drain per levels of the summons;Rank D - 5%Rank C - 5%Rank B - 10%Rank A - 10%Rank S - 15%

Take-Over - Transforming your body into that of another creature, Take-Over mages grant themselves powerful buffs to combat. As spells, Take-Over mages have partial take overs, allowing them to transform sections or parts of their body into something else. When they transform at least 3 partial take-overs, they experience a full take-over, granting them access to more powerful effects based on the creature they are taking over.

Lost - A magic lost to the rest of the world, Lost magic is one of a kind. They are very powerful compared to most magic, and their secondary magic MUST tie into their primary magic somehow. Users of lost magic are granted an extra spell slot at each rank.

Slayer - Drawing their powers from differing mythical beings, there are three types of Slayers; Dragon Slayers, Demon Slayers and God Slayers. There are very few slayers in the world, as all trained directly under one of the aforementioned beings. Slayers can consume magic to regain magical power, and also give deal increased damage to their respective mentors. However, Slayers are considered a Lost magic, and while they gain the additional stats and spell slots, they are unable to learn a secondary magic outside of becoming a different generation of Slayer.

Slayers Information:

Here is how Slayers work(Please read this if you are a slayer)

Dragon Slayer Magic:

Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. In example, Ice Dragon Slayers cannot eat Dark Ice. If they do, they get incredibly sick and damage will still be done to them.

The form of elemental magic they use is neutral (pure) one which is in between the light and dark side of the magical spectrum. This type of magic deals double damage to Lizard, Wyvern, and Dragon non-human type opponents.

Though Dragon Slayers get all of these perks, they do have one set back: Motion sickness. Dragon Slayers cannot ride on vehicles of why kind without getting motion sickness. However, they can use their exceeds or friends to fly around as they are not vehicles. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread by the use of a status effect healing spell.

first generation:

First Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element. First Gen Dragon Slayers can attain dragon force by devouring 1000 spell power worth of their element added together will allow them to trigger dragon force. One can also devour 1000 spell power of raw mana if one can obtain a source (ex. Etherion cannon). Basic elements in an area (such as a torch) will result in 5 spell power. If a torch has no reason being there with zero significant purpose you will be dealt with. Also you can't eat your own magic.

Force will result in a large stat boost which is unique to each slayer whilst in their force mode (although all slayers have their stat boosts predetermined. (total stat boost will be +50)) 1st generation dragon force lasts 10 posts.

second generation:

Second Gen. Dragon Slayers have obtained the magic through a Lacrima produced from the Great Dragon of their respective element. Second Gen Dragon Slayers can attain Dragon force at will. However, second generation slayers have the weakest Dragon force of them all stat boost wise. Resulting in a smaller overall boost (total stat boost will be +40), however while in Force mode, they recover mana at an accelerated rate of 5% more than normal. 2nd generation force lasts 15 posts (and can only be used once per thread).

third generation:

Third Gen. Dragon slayers can also attain their dragon force at will, although, they don’t have the boost drop second gen has. They receive the same boost as 1st generation slayers and will also have the mana regeneration boosts as 2nd generation slayers. Slayer mode lasts fifteen posts and can only be used once per thread. The lacrima of a third generation slayer will result in no secondary magic.

mixed generation:

Mixed Dragon Slayers have obtained two different elements either by through a Lacrima produced from a Great Dragon and/or by having been taught by a Great Dragon.

God Slayer Magic:

God Slayers can eat any form of their own element; pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart.

The color of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. This form of elemental magic uses darkness which is on one end of the magical spectrum. The element of darkness is being mixed with the other elements to alter their properties slightly. This caused the God Slayer magic to deal double damage towards Holy, God, and Angel type non-human beings. For example, the Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume.

first generation:

First Gen. God Slayers have learned the magic from the God of their respective element. First Gen God Slayers can attain god force by devouring 1000 spell power worth of their element added together will allow them to trigger god force. One can also devour 1000 spell power of raw mana if one can obtain a source (ex. Etherion cannon). Basic elements in an area (such as a torch) will result in 5 spell power. If a torch has no reason being there with zero significant purpose you will be dealt with. Also you can't eat your own magic.

Force will result in a large stat boost which is unique to each slayer whilst in their force mode (although all slayers have their stat boosts predetermined. (total stat boost will be +50)) 1st generation god force lasts 10 posts.

second generation:

Second Gen. God Slayers have obtained the magic through a Lacrima produced from the God of their respective element. Second Gen God Slayers can attain Dragon force at will. However, second generation slayers have the weakest God force of them all stat boost wise. Resulting in a smaller overall boost (total stat boost will be +40), however while in Force mode, they recover mana at an accelerated rate of 5% more than normal. 2nd generation force lasts 15 posts (and can only be used once per thread).

third generation:

Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God. Third Gen. God slayers can also attain their God force at will, although, they don’t have the boost drop second gen has. They receive the same boost as 1st generation slayers and will also have the mana regeneration boosts as 2nd generation slayers. Slayer mode lasts fifteen posts and can only be used once per thread. The lacrima of a third generation slayer will result in no secondary magic.

mixed generation:

Mixed God Slayers have obtained two different elements either through a Lacrima produced from a God and/or by having been taught by a God.

Devil Slayer Magic:

Devil Slayers can eat any form of their own element; pure and mixed. However, they cannot consume the element of their God Slayer counterpart. The color of Devil Slayer Magic is a whiter version of the element's natural color. This is because the form of elemental magic they use is light which is on the other end of the magical spectrum.

The element of light is being mixed with the other elements to alter their properties slightly. Because of the mixed in light properties, Devil Slayers deals double damage towards Darkness, Demon, and Undead type non-human beings. For example, the Hell Devil Slayer uses a blessed form of darkness that is beyond a Dragon Slayer's ability to consume.

first generation:

First Gen. Devil Slayers have learned the magic from the Devil of their respective element. First Gen Devil Slayers can attain demon force by devouring 1000 spell power worth of their element added together will allow them to trigger demon force. One can also devour 1000 spell power of raw mana if one can obtain a source (ex. Etherion cannon). Basic elements in an area (such as a torch) will result in 5 spell power. If a torch has no reason being there with zero significant purpose you will be dealt with. Also you can't eat your own magic.

Force will result in a large stat boost which is unique to each slayer whilst in their force mode (although all slayers have their stat boosts predetermined. (total stat boost will be +50)) 1st generation demon force lasts 10 posts.

second generation:

Second Gen. Demon Slayers have obtained the magic through a Lacrima produced from the Demon of their respective element.Second Gen Devil Slayers can attain Devil force at will. However, second generation slayers have the weakest Devil force of them all stat boost wise. Resulting in a smaller overall boost (total stat boost will be +40), however while in Force mode, they recover mana at an accelerated rate of 5% more than normal. 2nd generation force lasts 15 posts (and can only be used once per thread).

third generation :

Third Gen. Devil slayers can also attain their devil force at will, although, they don’t have the boost drop second gen has. They receive the same boost as 1st generation slayers and will also have the mana regeneration boosts as 2nd generation slayers. Slayer mode lasts fifteen posts and can only be used once per thread. The lacrima of a third generation slayer will result in no secondary magic..

mixed generation:

Mixed Devil Slayers have obtained two different elements either by through a Lacrima produced from a Demon and/or by having been taught by a Demon.

Special Rules for Storm Slayers:

Storm Slayers are the only slayers that are able to consume three elements without being a mixed gen. Storm slayers are able to consume one of their three respective elements while the other two elements will cause them to have side effects. If they were to consume all three elements together as in an actual storm, they will have no side effects.

Storm Slayers are unable to become third gen slayers. A mortal body could not handle that much storm inside their body.

In order for a storm slayer to become a mixed gen slayer, they MUST give up one or two of their respective elements to do so.

Special Rules for Sky Slayers:

Sky slayers can only eat clean air unless a trait they have allows them to purify or eat contaminated air.

Sky dragon slayer IS susceptible to motion sickness.

In the world there are humans who have the abilities to slay dragons, gods and demons(dragon slayers, demon slayers, and god slayers). However, there are also those who possess the ability to slay other creatures. These are known as legendary creature slayers. Each creature slayer has their own element.

Here are the lists of Legendary Creatures and their corresponding elements

Griffin - Sky

Garuda - Fire

Undine - Water

Nymph - Earth

Ghoul - Shadow/Darkness

Yeti - Ice

Hydra - Poison

Fae - Light

Thunderbird - Lightning

Ent - Plant

Now, just like dragon, god and demon slayers... legendary creature slayers have full control over their respective element and are immune to their respective elements effects. They are also able to consume their respective elements just as dragon, god, and demon slayers can to restore their magic power and etc.

Unlike dragon, god, and demon slayers however, they are unable to become second, third, or mixed gen slayers. This is due to the fact that their respective creatures are unable to produce lacrimas from their bodies.

Like dragon, god and demon slayers, creature slayers have the ability to go into a force which doubles their power for a short period of time.

Creature Force and How it Works:

Creature Slayers can attain creature force by devouring 1000 spell power worth of their element added together will allow them to trigger creature force. One can also devour 1000 spell power of raw mana if one can obtain a source (ex. Etherion cannon). Basic elements in an area (such as a torch) will result in 5 spell power. If a torch has no reason being there with zero significant purpose you will be dealt with. Also you can't eat your own magic.

Force will result in a large stat boost which is unique to each slayer whilst in their force mode (although all slayers have their stat boosts predetermined. (total stat boost will be +50)) Creature force lasts 10 posts.

Now, creature slayers are also a lost magic but are more rarely seen in the world than dragon, god, or demon slayers.

How to Become a Creature Slayer:Creature slayers are special positions that no one can apply for on the site, those who wish to obtain the magic, must PM an admin or the owner and ask for it.

The admin that okays the member to have the magic will create a thread for themselves and that member.

In the thread, the member will face off against the creature they wish to become the slayer for that will be a staff controlled NPC with A or S Rank Stats, depending on the member's character rank and level.

If the member succeeds in making the creature admit defeat, it will grant them the position of "blank" slayer. And they will be added to the list.

Holder Magic

Holder Magic, is a magic that requires an item or weapon as a medium to cast your spells. That item can be broken or stolen and is incredibly important to a user of this type of magic. Each user of holder magic is granted an item that ranks up with you. However, if the holder item were to be broken in battle whether it be hit by a higher ranked spell or hit by a higher rank holder item, it can be repaired at the cost Jewels.

Spell slots are what determine how many different spells a mage can have at once. For each spell slot, a mage can have 1 corresponding spell. For each spell slot there is an assigned Rank that determines what Rank of spell can be used to fill it. Please note that a spells Rank does not determine it's damage directly, as that is what Spell Power does, but rather determines how much a spell can do overall.

Spell slots are unlocked two ways; either through naturally leveling up and ranking up, perks, or unlocking additional slots. The most common ways to unlock additional slots is to buy them in the shop. Below is a list of all naturally gained slots through leveling as well as how many you can have maximum. Please note that for Lost and Slayer Magic you receive an additional slot per Rank naturally.

Spells have a certain degree of might to them, a base power amount of power. Meaning all spells have at least this much power in them based on their rank. The base power of spells is as follows:

-D-rank: 10-C-rank: 25-B-rank: 40-A-rank: 60-S-rank: 90

To determine the power of your spells take the base power + your spell power = spells power.

So a D-rank mage with 10 magic power casting a d-rank spell would go as follows:

10 base power for a d-rank spell + 10 spell power = 20 raw power.

Any spell that is more of a physical ability than a spell is judged a little differently, say a sword strike or a magic enhanced punch, the damage inflicted by these particular styles of magic are actually determined by the strength of the mage rather than their spell power

So for a D-rank mage using a sword slash or enhance punch would go as follows

10 base power for a d-rank spell + 10 strength =20 raw power

Ranges for Spells

Point blank range: Spread out your arms. There you go. That’s point blank range.Close Range: 10 ft(3.048 m).Short Range: This is human range. 100 ft (30.48 m).Mid range: 400 ft (121.92 m). Minimum requirements to hit mid range is a dexterity of 40. Long Range: A real distance. 1000 yds(914.4 m). Minimum requirements to hit long range is a dexterity of 90.Sniper Range: 3000 yds(2743.2 m).Requirements to hit from this range is a dexterity of 150.\

Speed for Spells

Caster/Ranged spells: When a spell is ranged the speed at which the spell moves is directly proportionate to the mages spell power, for every 2 points that the mage has in their Spell Power stat their spell will move an extra foot per second (FPS) faster, so for example if a mage has 200 spell power then their spell will be moving at 100FPS

Holder/Close Quarters Spells: When a spell is either holder or a close quarters spell (An Elemental enhanced punch or sword strike) then the speed at which the spell moves is directly proportionate to their agility, for every 2 points that the mage has in their agility stat the spell will move an extra FPS faster

Magic Power

Magical Power is well of magical energy existing in all characters. This is what you draw the power from to cast spells, as well as how you are seen by other mages. Naturally, all mages have a flat 100% magical power at the beginning of any thread, special circumstances excluded. Casting any spell takes a set amount away from that pool, depending on the rank of the spell cast. For reference, here are the cost per spell of each rank;

Rank D - 5%Rank C - 10%Rank B - 15%Rank A - 20%Rank S - 25%

As well, mages naturally recover magical power based on posts per thread. The magic power is recovered over time, naturally every five posts. The amount recovered per rank is as followed, all outside sources excluded;

A signature spell, is a spell that only one person in the whole world knows how to cast and use. It is related to the theme of their magic and is simple in its design. Each mage is capable of casting a signature spell.

Signature spells give you a free extra spell slot and have no mana cost but can also only be used twice per thread. A signature spell becomes more powerful as you rank up but still has no cost.

Every mage has a total of two signature spells. Those two signature spells are unlocked at certain levels.

1st Signature Spell: Unlocked at level 14, C Rank

2nd Signature Spell: Unlocked at level 26, A Rank

When your signature spells are unlocked, they MUST equal the power of the rank they are unlocked at, and can only be edited to be stronger when you rank up.

Secondary Magic

Every wizard has a primary AND secondary magic that they have access to.(Excluding wizards who use lost magic) A wizards secondary magic is unlocked at B rank and each rank gives them one spell slot.

When a wizard's secondary magic is unlocked, they have the option to train their secondary magic with a mentor that is higher ranked in a training thread that is 15 posts long, 200 words each. OR they can just use their secondary magic without any training.

Over time, a wizard is able to unlock more spell slots for their secondary magic by purchasing them from the magic shop and training them.

These are a special type of spell that is created and cast by combining two different yet somewhat similar magics. For example, combining a ice magic spell with a water magic spell or combining a light magic spell with a shadow magic spell. In any scenario, two wizards must be connected by a strong bond in order to cast a unison raid succesfully. If there is no bond whatsoever, the unison raid will ultimately fail and in some cases, backfire and cause the wizards who failed to cast it, damage. Unison raids always require two wizards to cast them.

Requirements for casting Unison Raids:

Both mages MUST be at least B rank in order to register a unison raid spell

Both mages' magic must be somewhat similar or polar opposites to one another(i.e. Light and shadow magic, water and ice magic, fire dragon slayer and lightning dragon slayer magic and etc.)

Both mages must have a strong IC bond with one another

Here is the list of magics that are banned on the site for one reason or another.

Banned Magic List

Darkness Magic :This magic is very vague. it has no set theme or spells so therefore, members might try to cheat by making spells that are just outright ridiculous.

Death Magic : Because this Magic can be used for instant kills and there isn't really a way to nerf it.

VooDoo Doll Magic : because like Command Magic, allows you to have complete control over another PC which is not allowed.

Command Magic : Because like Voodoo Doll Magic, allows you to have complete control over another PC which is not allowed.

Possession Magic : Because like Voodoo Doll Magic, allows you to have complete control over another PC which is not allowed. (Seeing a Pattern yet?)

Arc of Embodiment Magic* : This magic can basically make someone invincible as well as make them unstoppable.

Rapture : This magic basically is an instant Kill magic and that isn't allowed.

Absorption Magic :This Magic allows someone to basically take any kind of magic that they come across as there own and potentially can make them invincible.

Resurrection Magic : Don't want people running around bringing back people to life all the time as well as resurrecting monsters or dragons

Copy magic* : Allows the user to gain the transformed person's knowledge, Magic and their recent thoughts. We don't want to have more of one person running around.

Memory Make Magic* : for about the same reason Copy magic is banned. You can basically use any kind of magic you want with this.

Reflector Magic : This has the potential of being abused.

High Speed / Slow Magic : This has the potential of being abused.

Black Art's : Are forms of Magic that have the capacity to manipulate life/using death spells/creating living monsters/demons like zeref did (Delliora, Lullaby).

Figure Eyes : Turns anybody who makes eye contact with the user into dolls, allowing them to manipulate their souls.

Stone Eyes : Turns anybody who makes eye contact with the use into stone. Which makes the user able to do whatever they want with the stone body.

Descendant of the Titan: Tyrannus : This is a non canon magic that defies nearly all magic and stat rules. Therefore, this magic and any variations will be banned and archived upon creation.